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glPrioritizeTextures(3G)
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glPrioritizeTextures - set texture residence priority
void glPrioritizeTextures(
GLsizei n,
const GLuint *textures,
const GLclampf *priorities );
Specifies the number of textures to be prioritized. Specifies
an array containing the names of the textures to be
prioritized. Specifies an array containing the texture
priorities. A priority given in an element of priorities
applies to the texture named by the corresponding element
of textures.
glPrioritizeTextures() assigns the n texture priorities
given in priorities to the n textures named in textures.
The GL establishes a ``working set'' of textures that are
resident in texture memory. These textures may be bound to
a texture target much more efficiently than textures that
are not resident. By specifying a priority for each texture,
glPrioritizeTextures() allows applications to guide
the GL implementation in determining which textures should
be resident.
The priorities given in priorities are clamped to the
range [0,1] before they are assigned. 0 indicates the lowest
priority; textures with priority 0 are least likely to
be resident. 1 indicates the highest priority; textures
with priority 1 are most likely to be resident. However,
textures are not guaranteed to be resident until they are
used.
glPrioritizeTextures() silently ignores attempts to prioritize
texture 0, or any texture name that does not correspond
to an existing texture.
glPrioritizeTextures() does not require that any of the
textures named by textures be bound to a texture target.
glTexParameter() may also be used to set a texture's priority,
but only if the texture is currently bound. This is
the only way to set the priority of a default texture.
glPrioritizeTextures() is available only if the GL version
is 1.1 or greater.
GL_INVALID_VALUE is generated if n is negative.
GL_INVALID_OPERATION is generated if glPrioritizeTextures()
is executed between the execution of glBegin() and
the corresponding execution of glEnd().
glGetTexParameter() with parameter name GL_TEXTURE_PRIORITY
retrieves the priority of a currently bound texture.
glAreTexturesResident(3), glBindTexture(3), glCopyTexImage2D(3), glCopyTexImage1D(3), glTexImage1D(3), glTexImage2D(3), glTexImage3D(3), glTexParameter(3)
glPrioritizeTextures(3G)
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